Simply put patched files into ux0:psm/TITLEID/Documents/p
files here will be read instead of the files in /Application
Think of it as PSM Repatch..

How to decrypt PSM Games tho??!
Use FuckPSSE
to decrypt the PSSE Layer on PSM Games and then you can modify whatever you want!
For executables, you can use dnSpy or ILLSpy to decompile and modify the executables.

About loading homebrew?
Well this is a bit of a hack-y system. but it should work.
if you compile an app using the PSM SDK there is an unsigned copy of it created.
you can simply copy the unsigned files into the patch folder and it'll load the homebrew instead of the original game! PS: if u get compile errors while using the PSM SDK try running 'setx MSBUILDENABLEALLPROPERTYFUNCTIONS 1' in CMD.

Installation
Place the plugin under the *ALL section of your config.txt and your good to go,
NOTE: Do not use this plugin at the same time as FuckPSSE. you will break the universe

Installation
Put noPsmWhitelist.skprx into ux0:/tai (or ur0:tai for sd2vita(or simular) users)
and add an entry under *KERNEL for ux0:/tai/noPsmWhitelist.skprx (again, ur0 for sd2vita(or simular)
reboot the console and enjoy PSM Games on PSTV!

VTB is now the main application
New theme for VTB and Tweaks
VitaShell is now a Tweak
Bug corrected on the Theme Selector
Change on the display of the information of the partitions it is now (Used/Free/Max)
New menu selector
Update of the User Manual
Update Colors/Param/Languages files

Cubic Conundrum is a 3D puzzle game by Eric Wieber (forthw). Roll a cube around 25 stages, matching colored tiles to activate lifts and move barriers.
This is a game I used to play in 2008! It's a lot of fun, and I always thought it would be better suited for a handheld system. Now it can be enjoyed on the vita.

Note: Some stages require overclocking to run at full speed. Also, every level is possible just keep trying!

Wasteland Kings sounds like a pretty odd game but it’s actually a lot of fun! (Game running on the PSVita)

This game includes:

A couple of different weapons including a shotgun, grenade launcher, pistol, crossbow and melee weapon
A leveling system in which you gain EXP by collecting radiation from fallen enemies.
When you go up a level, you can pick a mutation to make your character better (similar to Borderlands 2)
The ability to choose between 5 different races which all have all have different mutations you can choose when leveling up
Music, that I don’t care for too much, and support for analogue stick controls which make it a joy to play

Unlike the original TropHAX.SUPRX however, this is compadible with 100% of games!
You simply need the game installed and the trophy files inside ur0:/trophy and you can unlock stuffs!
Will i get banned?
Probably not, no one has ever gotten banned on vita
even in the past when using other trophy hacks such as:
TropHAX.suprx TrophyPather or PSVTrophyIsGood

Use4All2 Mod is an Amiga emulator for Vita. This is my mod of the latest Vita version of this great Amiga emulator that was ported by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.

Description
=====
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is my mod of this great Amiga emulator that was originally ported to the Vita by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.

![Screenshot of UAE4All2 running on Vita](https://s14.postimg.cc/lzgf1988h/uae4all_b.jpg)

![Photo of UAE4All2 running on Switch in tabletop mode](https://i.postimg.cc/3RD6Lr7j/Split-Joycon-b.jpg)

Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.

Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.

Vita/Switch-exclusive Features
======
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Shader support: default "sharp_bilinear_simple" uses integer pre-scale for sharp, undistorted pixels with minimum blur, even if game is zoomed to fill the full screen
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
- Bluetooth keyboard and mouse support (Vita only)
- Supports loading files from ux0: or uma0: partition (Vita only)
- Rear touch panel can be enabled for mouse pointer control (Vita only)
- Split Joy-Con support (Switch only)

When custom controls are on
-----
L+Start = Toggle between custom control set number 1, 2, and 3

In this mode, Vita buttons can be mapped to any Amiga side keyboard key or joystick action. There's also a mapping option called "slow mouse." It will slow down the mouse pointer by a factor ten if that mapped button is held down. Up to four controllers can be mapped (for multiplayer on VitaTV and Switch). Four Amiga-side joysticks are supported. Joystick 3 and 4 are on the emulated parallel port joystick adapter.

Touch controls
-----
Note: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.

Single short tap = left mouse click
Single short tap while holding a second finger down = right mouse click
Single finger drag = move the mouse pointer, how far the pointer moves in response to finger motion depends on the Mouse Speed setting
Dual finger drag = drag'n'drop (left mouse button is held down)
Three finger drag = drag'n'drop (right mouse button is held down)

Switch controls
-----
The default OK button in menu and on-screen keyboard is B. This can be changed to A in "more options."

Split Joycon Mode: Split Joycon mode can be enabled/disabled in "more options." Upto four single Joycons are supported. Buttons can still be remapped. SL for player 1 is hardcoded to bring up the keyboard.

Bluetooth Keyboard / Mouse controls (Vita only)
-----
Mouse + keyboard tested working with the "Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP," and with the "Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF." The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down. The Vita doesn't pair with all Bluetooth keyboards and mice. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All.

Notes
======
- *Bios:* Please put kickstart files in `ux0:/data/uae4all/kickstarts` on Vita and in `/switch/uae4all2/kickstarts` directory on Switch. Files must be named as kick13.rom, kick20.rom, kick31.rom
- *Speed:* Most games run full speed. Some slow Amiga 1200 and WHDLoad games actually run faster if the CPU speed is reduced from 14 MHz to 7 MHz, because they rely more on custom chips than CPU. Some graphics glitches in Lionheart WHDLoad inside the caves are fixed by this.
- *Config File:* If you have problems with settings not saving etc, please delete or rename your config file in the folder `ux0:/data/uae4all` (Vita) or `/switch/uae4all2/conf/` and restart the emu. I heard this can fix many problems when you are replacing an older version of this emulator with a newer version. Lots of things are changing in the config file between releases.
- *Display:* The sharp_bilinear_simple shader, on by default, creates a sharp pixel image with minimal blurring. It applies a maximum integer pre-scale first. Then it scales only the small remainder using the builtin bilinear filter, keeping the aspect ratio intact.
Many Amiga games fit the Vita and Switch screens very nicely. For example, take Chaos Engine with a screen setting of 320*200 and sharp_bilinear_simple shader enabled. The picture can be zoomed using R+Start+Dpad left/right (R+Plus+Dpad left/right on Switch), and moved vertically using R+Start+Dpad up/down (R+Plus+Dpad up/down on Switch) to center it on the screen. Once this is done, the picture fills almost the whole screen and looks amazing with no artifacts or blurriness. The game runs smooth with zero frameskip.
Selecting a 'Preset Width' of 320, 352 or 384 (max overscan) results in lo-res screen emulation, good for most games, while 640, 704, or 768 results in hi-res screen emulation, good for use with Workbench or some text-based games.
- *Blitter:* The blitter settings can help with graphics glitches in some games. Since it seems to work best, "immediate" is the default. But some games require setting blitter to "normal" and re-booting to remove graphics glitches, for example PP Hammer, Spindizzy Worlds, and Shufflepuck Cafe.
- *WHDLoad:* If you have problems with a WHDLoad .hdf game, maybe try an .adf version of the same game. Rock'n Roll is one of a few games that work on UAE4All2 only using .adf files. It has graphics glitches and runs too fast in WHDLoad with .hdf. To make it work correctly, I loaded the "Rock'n Roll.adf" from Gamebase Amiga, chose the preset A500 config, and changed the Blitter setting to Normal.
- *Sprite Collisions:* Some games require sprite-to-sprite collisions. Sprite collisions can be turned on in the "more options" menu. The only game I know of that requires this is SpaceTaxi 3.
- *Savestates:* Four regular savestates can be saved per game. There's also a slot for an automatic savestate, labeled "auto". If it exists, this will be loaded immediately when the .adf is inserted. To prevent this, delete the auto savestate by selecting it and choosing "delete savestate".
- *Multiplayer:* Up to four controllers on Vita TV and Switch are supported and can be fully mapped. The mouse can be switched off because it interferes with the other joystick that controls player 2 in most games. If you pair new controllers on Vita TV and they do not seem to work, scan for them in the "custom controls" menu by pressing L. At the bottom it will say how many controllers have been found. This scanning is not neccessary on Switch. By default, parallel port Amiga joysticks 3 and 4 are controlled by VitaTV/Switch gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.
- *Sound:* For use with headphones, a stereo separation setting of 50 sounds better than the default setting of 100. The original Amiga had completely disjoint left/right channels. This can sound quite jarring on headphones. Concerning sound frequency, on the Vita, the default of 44.1 kHz gives by far the best results. On the Switch, the best sound is obtained with 48 kHz, which is the only frequency supported on Switch.

FAQ
=====
* Kickstart rom files not found on startup?

First, please ensure you are using the correct files. They should be "kick13.rom" (size: 262,144 bytes), "kick20.rom" (size: 524,288) and "kick31.rom" (size: 524,288). They should be placed in "ux0:/data/uae4all/kickstarts" on Vita and "/switch/uae4all2/kickstarts" on Switch. Second, on Vita, please make sure your ux0:/data folder does NOT have the FAT attributes "hidden" or "system" set.

* Black screen on Switch, or crash on startup?

In my testing (only with exFAT), I found that exFAT corruption can cause all files in the uae4all2 folder to become corrupted (among others). This includes kick13.rom and other kickstart files, which causes a black screen when leaving the menu. Game .adf files can become corrupted, causing the game to stop booting. Even the executable uae4all2.nro and/or config files in the conf folder can become corrupted quite easily, causing black screen crash on startup. Either don't use exFAT, or make a good backup of the folder and restore it via FTP if there are problems. Once I switched to FAT32, all these problems with file corruption went away.

Games with known fixes
======

- Lure of the Temptress (adf only)
Issue: hangs at title
Fix: use hdf version

- increase max files per dir from 3072 to 10240
- on Switch, in split JoyCon mode, make SL/SR act as L/R also in menu
- on Switch, in split JoyCon mode, disable L/R/ZL/ZR in menu

1.76

- fixed lag when navigating the savestate menu
- on Switch, added split Joycon option for tabletop multiplayer with up to four single Joycons
- on Switch, allow menu navigation with analog stick

1.75

- fixed crash when booting a floppy with floppy speed >1x
- fixed inconsistencies in menu navigation
- enabled long filename display in file browser (hold Triangle or X to show it)
- fixed an issue where HD Dir could not be selected unless Boot HD was set to OFF
- removed legacy code and data files that were not needed

1.74 (Switch only)

- Allow remapping of ZR/ZL on Switch
- Map ZR/ZL to "slow-down mouse" on Switch if custom controls are off
- Add option to misc menu to choose either A or B as OK button on Switch
- Add sharp-bilinear-simple scaling routine, and make it the new default
- Add point filtering scaling routine

1.73 (Switch only)

- Fix savestates on Switch

1.72switch

- Added Switch release

1.72

- Savestate location can now be changed in the menu

- Savestates can now be deleted from the menu

- Implemented an automatic savestate. There's a new savestate slot called auto. If it exists, this savestate will be loaded immediately when inserting a floppy.

1.63
- implemented three-finger drag as right-button drag (useful to hold-down the right mouse button). Fingers have to be somewhat apart from each other, otherwise they are recognized as single or dual touch by the Vita.

1.60
- support for uma0: added
- prevent suspend mode because it can corrupt hdf files

1.59
- implemented touchpad-style pointer controls. Touch controls are configured under 'More Options/Touch.' Choices are 'Touch Off', 'Front only', or 'Front and Back.' The default is to use only the front panel. Both panels work the same, using relative touch mode. How far a certain finger motion moves the pointer depends on the Mouse Speed setting, which also affects how fast the analog stick moves the mouse.

1.57
- sticky virtual keyboard keys implemented. The alt, ctrl, amiga, and shift virtual keyboard keys are now sticky. Press them once to enable and another time to let go of the key. Key combos like "Amiga-Q" can now be entered using the virtual keyboard. The circle button quickly un-sticks all keys.

1.55
- support for Bluetooth keyboard and mouse added. The Vita doesn't pair with all Bluetooth keyboard/mouse combos. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All. Mouse + keyboard tested working with the "Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP." The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down.

1.54
- more choices for setting mouse speeds in steps of 0.25 now
- a button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.

1.52
- improved joystick diagonals and deadzone when controlling the Amiga joystick with Vita analog stick. The joystick analog-to-digital conversion is now done using a proper radial deadzone with eight symmetric angular zones for the possible directions.

1.45
- added option to use autofire with custom configs, can choose one Vita button that will have autofire, or set it to 'none' (default) to turn it off

1.44
- improved contrast of virtual keyboard overlays (thanks to ScHlAuChi for new images)
- added option to choose between US, UK and German virtual keyboard overlay (thanks to ScHlAuChi for new images)

1.43
- full support for up to 4 controllers on Vita TV that can be fully mapped individually
- filelists (adf, hdf, etc) are now sorted alphabetically with directories at the top
- added option to turn off mouse emulation because it often interferes with second player (port 0 joystick) when playing multiplayer on the Vita TV
- added option to turn on sprite-sprite collisions, useful for Spacetaxi 3
- changed blitter default to "immediate" it seems to be more compatible

1.42
- added two player support on Vita TV, second paired Dualshock controller controls the 'other' joystick, only works if port is not set to 'both'
- fixed a crash bug when changing audio parameters while sound was playing

1.40
- disabled the menu entries 'screenwidth' and 'stylus offset' that did nothing on the Vita. To show the borders in overscan games like Settlers, simply use the menu option 'Preset Width' and set it to >320 for lores, (or >640 for hires). There are choices 352, 384, 704 and 768 that cover the full overscan range.

1.37
- some fixes to savestates. Now savestates work even with no disk inserted in df0. Savestate file name is now the first available name among df0, boot-hd, hdf2, hdf3, hdf4, df1, df2, df3.

1.36
- added measures to prevent file corruption: Disabled PS button because it caused corruption of hdf files; display a warning about file corruption if the Amiga is writing to hdf while the user tries to exit the program
- fix hdf size checking
- fixed up some menu text
- adjusted quickswitch screenmodes by two pixels

1.35
- now upto four hdf files can be mounted. From my own testing, it looks like 2 Gb is the hdf size limit. Geometry for each file can be changed by manually editing the config file, default is sectors:surfaces:reserved:blocksize=32:1:2:512 for files <1 GB, 32:2:2:512 for files >1Gb and 32:4:2:512 for files >2Gb. Only files <=2 Gb seem to work.

1.34
- hires support (e.g. 640*256), switchable in display menu. (Select a screen mode with "640" as width in the first option of the display menu, and the Workbench will be rendered with every pixel. A width of "320" reverts back to old behavior.)

1.33
- implemented three fully mappable custom configs, configurable in controls menu. Quick switch between them using "L+Start"
- allow the "other joystick" to be mapped in custom controls to the Dpad or any buttons. This only works if ports is not set to "both". Works great for Llamatron in dual joystick mode!

1.32
- virtual keyboard transparency adjust now toggles between four values, two of which cause zero slow-down when keyboard is displayed.
- resolution/zoom quick switch with R+Start+Dpad left/right is now more responsive

1.31
- Allow menu quit from within sub-menus using 'select'

1.30
- updated autocentering of analog sticks so that both sticks are always auto-centered, not just the one that controls the mouse

1.29
- Changed controls. The virtual keyboard is too useful to put it on an obscure combo. Start Button now toggles the virtual keyboard. When keyboard is active, right analog stick then controls the keyboard's vertical position and transparency. When keyboard is off, use R+Start+Dpad to move screen up and down and to quick switch between common resolutions. This used to be just Start+Dpad. Now it is R+Start+Dpad.

1.28
- bugfix: the virtual keyboard sometimes sent joystick button presses to the emulator when selecting keys. This has been fixed.

1.26
- virtual keyboard transparency is now adjustable (START+dpad left/right)
- fixed bug in virtual keyboard initialization where the keyboard send an endless string of ' symbols on boot up before it was first opened

1.25
- vastly improved virtual keyboard: The image is now bigger, supports more keys including the shift modifier, and is transparent (thanks to ScHlAuChi for the new keyboard image and many ideas)
- Fixed virtual keyboard not reacting when custom dpad mode was active
- The virtual keyboard can now be moved up and down using start+dpad up and start + dpad down.

1.24
- virtual keyboard (mapped to "hold start then press select")
- labels in custom control menu now reflect Vita controller
- default analog mouse control deadzone increased from 100 to 1000 to fix mouse pointer drift (can be changed in menu)
- default joystick port set to 1, since the mouse is always on (can be changed in menu)

1.23
- added analog joystick deadzone setting
- implemented autocentering to fix mouse pointer drift on some Vitas. Centering happens on program start and whenever the menu is opened
- START+DPAD left/right for quick switching between different zoomed screenmodes, useful for games like Chaos Engine. Use START+DPAD up/down to center screen after quick switching.

- Database is now stored as plain files, refresh has become much faster
- When installing a base compatibility pack, the rePatch directory is not erased anymore, to keep potential user-installed custom patches

This useful application allows you to make personalized bubbles with 'icon' and 'title' of your PSP content (HBS/PSX/ISO/CSO) quick and easy, using the 'LMAN' plugin, forgetting completely of the tedious and long manual method.

* Compat pack compatibility [thanks to CelesteBlue and TheFlow (for 3.68 H-encore)]
* Manual (with additional pages) and Changeinfo Support
* No need for rePatch AIDS
* Support for "ux0:", "uma0:", "imc0:", "grw0:", "xmc0:" (Note: it will only load files from one device PER GAME, and this is the priority order. So if no ux0:rePatch/titleid, it will load uma0:rePatch/titleid. A ux0:rePatch/titleid will prevent uma0:rePatch/titleid)
* Now uses the Sony overlay system, you may now create files that don't exist in both patch and app, however, the game must support this.
* Mods such as SBXE ( https://twitter.com/Nkekev/status/1059271162629365761) now take less time to load (1:10 vs 1:16)

Addresses: #5 #10 #13 #15 #17 #18 #24 #28

Please note that while the crashes are fixed when using DLC in above games, decrypted DLC may not load. This does not prevent OFFICIAL or NoNpDRM DLC from loading.